BFRP
2.2 - Skills
Introduction
While characteristics are a character's basic physical, mental and spiritual
aptitudes, skills are for the most part learned. There are seven basic
categories of skills: Agility, Communication, Knowledge, Manipulation,
Perception, Combat, and Magic. The fact that there are the same number
of categories as characteristics is purely coincidental!
Agility
Any skill to do with physical co-ordination and control of one's whole
body is an Agility skill. The basic Agility skills are Athletics, Boat,
Dodge, Ride, Throw, Swim, Stealth.
Communication
All skills to do with direct social interaction are Communication skills.
The basic Communication skills are Entertain, Fast Talk, Orate, Speak [Language]
Knowledge
Any skill that is predominantly intellectual is a Knowledge skill. The
basic Knowledge skills are [Craft], Evaluate, First Aid, Lore [Subject],
Read/Write [Script]
Manipulation
Whereas Agility is bodily co-ordination, Manipulation is predominantly
concerned with manual tasks. The basic Manipulation skills are Conceal,
Devise, Make [Craft], Play Instrument
Perception
All skills pertinent to the physical senses are Perception skills. The
basic Perception skills are Listen, Observe, Track
Combat
Combat skills are somewhat different to the other categories, in that there
isn't really a fixed list of combat skills. Because some games may feature
little or no combat, or may deal with conflict very simply, but others
may wish to focus much more closely on combat as a dramatic element of
the game, Combat skills will be dealt with in further sections.
Magic
Magic is another area where one game will differ dramatically from another
depending on what world or setting the game is using, Magic will be dealt
with in further sections.
Mechanics
Skills are expressed as a "percentage chance", representing the character's
likelihood of being able to do something a bit tricky or difficult. A skill
level of 20% allows the character to do anything within the skill's remit
that is considered very easy for anyone with the most basic training or
practice. At 50%, die rolls are not required for tasks that are "normal",
meaning the ordinary use of the skill under relatively relaxed conditions.
90% skill effectively indicates mastery of that skill, and at this level
die rolls are not required for anything but the most taxing tasks.
In other circumstances, the player (or referee if the skill is being
attempted by an NPC) must roll d100, and a result of equal to or lower
than the skill indicates success. Adverse circumstances may impose a penalty,
or preparation or other beneficial situations may grant a bonus, to the
character's skill for the purposes of the roll. This can affect the rule-of-thumb
skill requirements described above.
For example, a carpenter with a Craft: Carpentry skill of 80%
can make bowls, boxes, and simple carvings without needing to roll for
each one. If he tries something a bit more difficult, such as a ladder,
then he needs to roll 80 or less on d100. If he had a design to work from,
or a good example to copy, the referee might decide to give a 10% bonus
to his skill, so he would not have to roll in order to make a functional
ladder.
Individual skill descriptions will provide a small selection of example
tasks that count as easy, normal, or difficult.
Skills are organised into categories, each category having a
positive or negative modifier associated with it that represents a character's
aptitude. Chapter 3.1: Character Generation deals with how these categories
are figured. They act as a bonus to all skills in that category, and the
character's skill is always considered to include this category modifier.
Agility
Athletics
This is really a catch-all that covers any physical co-ordination task
that is not part of any other Agility skill.
Simple: Walking along a plank, climbing a ladder
Normal: Jumping horizontally your own height in distance from a standing
start
Difficult: Catching hold of a tree branch as you fall past it, or doing
a somersault
Boat
Proficiency in handling some simple forms of water-borne craft, as appropriate
to the local culture. Primitives might use coracles or canoes, bronze or
iron age folk might have simple sailing or rowing boats. Anything needing
more than four people to handle it requires specialist knowledge that the
referee must approve of, and at least one member of the crew must have
Lore: Sea
Simple: Enter or exit a boat without capsizing in good conditions,
keep it going in gentle current or breeze
Normal: Swap positions with someone else within a boat, avoid a turbulent
current, land the craft where desired against a head wind
Difficult: Successfully navigate rapids, bail out in moderate rain
while keeping the boat under control
Dodge
Ride
Throw
Swim
Stealth
Communication
Entertain
Fast Talk
Orate
Speak [Language]
Knowledge
[Craft]
Evaluate
First Aid
Lore [Subject]
Read/Write [Script]
Manipulation
Conceal
Devise
Make [Craft]
Play Instrument
Perception
Listen
Observe
Track